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Journal : Proceedings Series of Educational Studies

The Controversy of Playing Metaverse Games for Preschoolers Zulfa, Dina Jauharotuz; Putra, Yudithia Dian; Maningtyas, Rosyi Damayani Twinsari; Samawi, Ahmad
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

This article provides an overview of the impact of playing metaverse games for pre-school children (4-6 years old), especially on their social and emotional development. Metaverse games are games played in a computer-generated world that is not real but user can see, experience, and interact as if they were in that world through a character called an avatar. We choose the metaverse games roblox, Minecraft, bus simulator, and Sakura school simulator, as well as social emotional development which focuses on interaction activities and expressing emotion. This focus was done based on literature review and children’s habits obtained when playing online games. This study used quantitative correlation method with saturated sampling method. The research was conducted on 36 children at RA Baipas Roudlotul Jannah through an instrument in the form of a questionnaire distributed to parents. Our article offers a different perspective on the social-emotional impact of gaming on pre-school children. Keywords: metaverse game, social emotional development, pre-school age children
The Controversy of Playing Metaverse Games for Preschoolers Zulfa, Dina Jauharotuz; Putra, Yudithia Dian; Maningtyas, Rosyi Damayani Twinsari; Samawi, Ahmad
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This article provides an overview of the impact of playing metaverse games for pre-school children (4-6 years old), especially on their social and emotional development. Metaverse games are games played in a computer-generated world that is not real but user can see, experience, and interact as if they were in that world through a character called an avatar. We choose the metaverse games roblox, Minecraft, bus simulator, and Sakura school simulator, as well as social emotional development which focuses on interaction activities and expressing emotion. This focus was done based on literature review and children’s habits obtained when playing online games. This study used quantitative correlation method with saturated sampling method. The research was conducted on 36 children at RA Baipas Roudlotul Jannah through an instrument in the form of a questionnaire distributed to parents. Our article offers a different perspective on the social-emotional impact of gaming on pre-school children. Keywords: metaverse game, social emotional development, pre-school age children
The Effectiveness of Eddy The Clever Fox Animated Show on Improving The Early Math Skills of Children 5-6 Years Old Fauzia, Siti Nur; Putra, Yudithia Dian; Astuti, Wuri; Sutama, I Wayan
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

In 2018, the result of the Program For International Student (PISA), indonesia’s mathematics ability had an average score of 379 or ranked 73 out of 79 countries where indonesia’s children were not competent and experienced difficulties in learning related to mathematics. The solution to improve children’s early math skills is to use innovative and interesting learning media for children, namely animation. Therefore, this study aims to find out whether there is a significant difference between before and after the animation of Eddy The Clever Fox in improving the early math skills of children aged 5-6 years. The type of research is quantitative pre-experiment with one group pretest posttest design. Data collection techniques are carried out by testing and documentation. The worksheets are first tested with validity and reliability tests. The mean results in the pretest and posttest were 69.62 and 89.61, which increased after the treatment. The hypothesis test used is the Wilcoxon test with a significance that H₀ is rejected and Hₐ is accepted so that there is a difference between the initial mathematical ability of children aged 5-6 years before and after the treatment in the form of animated show of Eddy The Clever Fox and it can be concluded that the animation is effective in improving the initial mathematical ability of children aged 5-6 years. Keywords: Mathematical Abilities; Beginning Mathematics; Animated Show Eddy The Clever Fox
AKSARA: Early Childhood Parenting E-BOOK as a Smart Parenting effort for Millennial Parents Wulandari, Helnia; Putra, Yudithia Dian; Anisa, Nur
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

Parenting children in the digital age has a profound influence on their character development and creativity. Millennials tend to use technology and the internet skillfully, and they often rely on online resources, especially social media, for parenting guidance. While technology can provide educational benefits, the use of the internet also poses challenges such as the spread of misinformation. Therefore, it is important for millennial parents to seek accurate and trustworthy information in educating their children. Character education is also increasingly important in building critical thinking, creativity and problem-solving skills in children. Early childhood character education supported by smart parenting can help instill positive traits and habits in children. This research uses the Research and Development (R&D) method and the ADDIE model to create the AKSARA E-Book which aims to help millennial parents in Malang City in parenting for early childhood. This E-Book provides valid and effective parenting
The Relationship of the Intensity of Balance Bike Activities on the Emotional Resilience of Children Aged 5-6 Years in Malang Anggraini, Dinda Putri; Putra, Yudithia Dian; Maningtyas, Rosyi Damayani Twinsari; Pramono, Pramono
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

This research aims to determine the relationship between the intensity of balance bike activities and the emotional resilience of children aged 5-6 years in Malang. This research was conducted on 35 children aged 5-6 years at the XBC Pushbike Malang, FF Reborn Pushbike Malang and CAKids Pushbike Malang clubs. The type of research used in this research is quantitative descriptive research with correlation and determination test analysis methods. The sampling technique used was purposive sampling. The data collection technique in this research was using a questionnaire which was distributed to the children's parents. The results of research using the Pearson product moment correlation statistical test show that the Sig (2-tailed) value is 0.009 with a correlation coefficient value of 0.437 and a determination value of 0.191. The results show that there is a significant relationship and influence between the intensity of balance bike activities on emotional resilience, with a sufficient or moderate level of relationship strength and a positive relationship direction.
Development of the Dangerous Road Maze Game to Stimulate Critical Thinking Abilities in Children Aged 5-6 Years Haq, Azizah Ulfah; Sutama, I Wayan; Anisa, Nur; Putra, Yudithia Dian
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

Technological developments can make learning more interesting and varied. In addition, children's development components will increase faster than before. Dangerous Road is an application-based game where players must complete road-finding missions by composing meaningful words that are relevant to the game theme. The ADDIE development model was used to develop the digital maze game “Dangerous Road”. This research uses a Likert scale questionnaire filled out by material experts, media experts and teachers, using qualitative and quantitative data analysis techniques. According to research and development results, the Maze Dangerous Road game is an effective, efficient and interesting learning medium for children aged 5 to 6 years. Small group trials were carried out on 5 children at Dharma Wanita Kencong 2 Kindergarten, with an effectiveness value of 80%, attractiveness 77.5%, and efficiency 72%; Large group trials were carried out on 28 children at the Dharma Wanita Kencong 2 Kindergarten with a total of 8 children and the Elbaith Rif'a Islamic Happy School Kindergarten with a total of 20 children, with an effectiveness score of 95%, attractiveness of 88.2%, and efficiency of 81.7%. Keywords: Early Childhood; Digital Maze Games; Critical Thinking
Development of the Pot Artistry Game to Stimulate Fine Motor Skills in Children Aged 5-6 Years Al-Haq, Opie Faradika Avilian Imani; Pramono, Pramono; Tirtaningsih, Munaisra Tri; Putra, Yudithia Dian
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

This research aims to develop an educational toy to stimulate fine motor skills in children aged 5-6 years, responding to the lack of such tools in several educational institutions. Referring to the Regulation of the Minister of Education & Culture Number 137 of 2014 on National Standards for Early Childhood Education, specifically the Fine Motor Indicators for ages 5-6 years, researchers designed the "Pot Artistry" game. The research methodology adopts a synthesis by Pramono et al. (2019), combining approaches from several previous researchers. The development process comprises six stages, from needs analysis to small group testing. Validation was conducted by two game experts and two fine motor skills experts, with trials involving 20 kindergarten B children at TK Baitul Makmur, Dau, Malang Regency. The game expert validation results reached 87.5% (highly valid), while the material expert validation achieved 97.2% (highly valid). Observations on children showed a score of 88% for aspects of interest and mot